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The SEP (Slot Enable Package) v. 1.2 *UPD 19may08*

by Numenor Posted 28th Mar 2006 at 11:51 PM - Updated 19th May 2008 at 2:18 AM by Numenor : Updated to "Kitchen & Bath" SP
413 Comments / replies (Who?) - 24 Feedback Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
The SEP (Slot Enable Package)
"COUNTERS" - v. 1.2 (19 may 08)

-------------------------------------------------

Pic1 Pic2


19 MAY 2008: UPDATE - Included counters and islands from H&M and Kitchen&Bath!
Read the details on Post #2




WARNING: this is a global mod, i.e. it affects all the lots in the game (but it's NOT a hack: it will NOT be included in exported lots).


WHAT IS THE SEP?
The Slot Enable Packages is module than enables additional slots in the Maxis counters (residential and commercial counters and islands).
Once installed, you'll be able to place objects in new spots, and in new positions, that previously weren't allowed by the game (see below for details).


MODULE 1 - *COUNTERS*
This module (currently the only one available EDIT: this one will forever be the only one available: I'm not going to add other modules ) will let you use the corner counters, allowing you to install on them espresso machines, mixers, telephones and anything else (all objects placeable on counters, of course); and the sims will correctly use the objects placed on the corners.

The "SEP-Counters" module will work with *ALL* the existing counters (including the commercial ones) and counter islands shipped with the base game, UNI, NL, OFB, PETS, SSN, H&M and K&B (the other packs don't contain any counter).
Obviously, if you have only the base game, you will NOT find new counters in your catalog! But if you have any of the mentioned EP, the SEP will automatically apply on the counters for that EP, enabling the diagonal objects for them.

BASE-GAME and UNI USERS: your game doesn't allow you to create corners using islands (this is a feature introduced with NL; or better, it's a bug that was corrected with Nightlife ). Therefore, base-game and UNI users can only use corners created with normal counters.

OFB USERS: the "SEP-Counters" works perfectly with OFB, and will allow you to put sellable objects (or even the cash register) on the corners, and your customer will have no problems in purchasing them; also, you will be able to correctly restock the sold objects (but remember that the game *has* some bugs related to the restocking function! So, don't blame me if your restock signs are misplaced )


INSTALLATION AND USAGE
Extract the package from the zip, and put it into your Downloads folder.
IMPORTANT: the SEP will automatically affect all the counters and islands placed in your lot after having installed the mod; the corners already existing in your lot at the moment of the installation will NOT be automatically "enabled"! You have to pick them, move them around a little, and put them down again (no need to re-buy them).


CREDITS AND ACKNOWLEDGMENTS
As always, credits go to Maxis for the game itself, and for the counters in particular.
Biggest thanks to MaryLou for her tireless beta-testing


LICENSE AGREEMENT
DO NOT repost the SEP, and any of its parts, on any site.
Please BE WARNED that when you clone a Maxis counter with the SEP installed, some parts of the SEP will be included in your clone. This is allowed; but be warned that all the Resource Nodes included in the SEP contain a copyright line: if this is a problem for you, please remove the SEP before cloning Maxis counters..
If your cloned counter or island has the usable corners thanks to the SEP, you MUST give credits to Numenor for that, and put a link to this very thread (in order to allow people to report bugs and receive support).


TECHNICAL EXPLANATION
The Maxis corner counters, basically, have the same slots as the straight counters (one main slot in the center and two decorative slots on the back); but they are all misplaced, so that the objects are not usable, and the routes to the slots are badly tweaked (the sims can't reach the interaction point).
I have moved and rotated the "std_0" slot, and adjusted all the related routes, editing each and every CRES for the Maxis counters, commercial counters and islands. I've also modified the footprint of each corner, to let the sim operate the object from both sides.
On the other hand there was no need to edit the SLOT files themselves; as a consequence, the SEP package(s) contain only Resource Nodes and nothing else.
One special mention is due for the "dec_2" slot. The corners have a third "decorative slot" that is missing in the straight counters; this caused the objects placed in that slot to "disappear" when the corner was moved and given a straight shape. This "dec_2" slot has been removed from all the corners, so that this problem is now fixed.

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 2
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
SlotEnablePackage_Counters.zip

Size: 8.9 KB · Downloads: 63,873 · 19th May 2008
8.9 KB 63,873 19th May 2008
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

1. Download: Click the download link to save the .rar or .zip file(s) to your computer.

2. Extract the zip, rar, or 7z file.

3. Place in Downloads Folder: Cut and paste the .package file(s) into your Downloads folder:
  • Origin (Ultimate Collection): Users\(Current User Account)\Documents\EA Games\The Sims™ 2 Ultimate Collection\Downloads\
  • Non-Origin, Windows Vista/7/8/10: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads\
  • Non-Origin, Windows XP: Documents and Settings\(Current User Account)\My Documents\EA Games\The Sims 2\Downloads\
  • Mac: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads
  • Mac x64: /Library/Containers/com.aspyr.sims2.appstore/Data/Library/Application Support/Aspyr/The Sims 2/Downloads
Need more information?
 
413 Comments / Replies (Who?) - 383 Feedback Posts, 21 Thanks Posts
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Lab Assistant
#126 Old 30th Mar 2006 at 8:34 PM
Numenor, you totally rock!

Miao.
Lab Assistant
#127 Old 30th Mar 2006 at 9:02 PM
"OFB USERS: the "SEP-Counters" works perfectly with OFB, and will allow you to put sellable objects on the corners, and your customer will have no problems in purchasing them; also, you will be able to correctly restock the sold objects (but remember that the game *has* some bugs related to the restocking function! So, don't blame me if your restock signs are misplaced )"

I've downloaded and installed Maxis's patch for OFB, but I don't recall it's mentioning that this particular bug was fixed. Does anyone know? Should I still expect difficulties with this function?

Not that that really matters here. This is a GREAT mod that our wonderful Modfather has done. *whips out Aragorn's crown and offers it to the greatest modder on earth*

Still, I like to know before hand what to expect. But I've never had a problem with any of Numenor's mods, so I'm certain it's going to work just fine, no matter what bugs Maxis still has floating around.

“Meddle not in the affairs of the dragon; for you are crunchy and taste good with ketchup.”
-unknown
Field Researcher
#128 Old 31st Mar 2006 at 5:55 AM
This is amazing, and I can't wait to check it out. I am also very glad that you mentioned the picking and moving of the counters already in play before installing. I would have thought it didn't work if I hadn't read that. Again, thank you for your tireless efforts on our behalf, and where would we be without you.

If you don't like something, change it. If you can't change it, change your attitude. Don't complain.- Maya Angelou

Avalon
Forum Resident
#129 Old 1st Apr 2006 at 11:27 AM
not before, but between installing and using.
Test Subject
#130 Old 1st Apr 2006 at 10:31 PM
not worthy
:bow: wow this is such a :gidea: :idea: what would us :meh: plain janes do without such :thumb: great modders like u we r not worthy :clap: :bow2:
Forum Resident
#131 Old 2nd Apr 2006 at 1:17 AM
Genius, as usual. Thanks
Test Subject
#132 Old 2nd Apr 2006 at 1:27 AM
Many Thanks again for all your great work and Time.
Lab Assistant
#133 Old 2nd Apr 2006 at 9:11 AM
This was a brilliant idea -- and it works beautifully. Thanks so much!
Lab Assistant
#134 Old 2nd Apr 2006 at 12:40 PM
Thanks a ton.
Lab Assistant
#135 Old 2nd Apr 2006 at 7:53 PM
Grande Numenor..questo lo aspettavo da tempo!
Very coooool, Thanks :D

Here Again For Pets!
If someone have the patience to help me with 3ds max...please contact me!
Byeeeee!
Forum Resident
#136 Old 3rd Apr 2006 at 4:51 AM
I...I...love you!!!!!!!!!!!!!
Inventor
#137 Old 4th Apr 2006 at 9:17 AM
That's really great. Thankyou - Numenor ! Your're the greatest.
Test Subject
#138 Old 4th Apr 2006 at 6:07 PM
Thankyou! I have been waiting for this since I got my game back in October 2004!

[COLOR=DarkOrchid]The Sims doesn't control my life... I just can't stargaze with a telescope between the hours of 10 and 2 in case I get abducted![/COLOR]

http://www.sloganizer.net/en/style4,Rachel.png[/url]
Test Subject
#139 Old 4th Apr 2006 at 9:04 PM
You're absolutely brilliant, i have already have the usable corner counters and this will make a nice addition to my collection...Thank You.
Guest
#140 Old 4th Apr 2006 at 10:51 PM
i am having some trouble with the slot enable package. it seems to be affecting all objects, including windows and doors! this doesn't work to well, because i can no longer place them. i love the concept and how it affects the rest of my objects, i just want to be able to put doors and windows in my houses. i have tried deleting the file and even reinstalling the game, but my doors and windows are still affected. any ideas?
The ModFather
retired moderator
Original Poster
#141 Old 4th Apr 2006 at 11:45 PM
You have removed the SEP and reinstalled the game, and still you have the same problem. So, why are you inclined to think that the SEP is to blame?

I've finally started my Journal. Information only, no questions.

My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)


I *DON'T* accept requests, sorry.
Test Subject
#142 Old 5th Apr 2006 at 4:59 AM
"The ModFather", LOL I LOVE it, and so appropriate! Thank you once again for a fantastic addition.
Test Subject
DELETED POST
5th Apr 2006 at 11:23 AM
This message has been deleted by Blizt3r.
Field Researcher
#143 Old 5th Apr 2006 at 4:24 PM
You are a genius. This seems like something Maxis should have thought of and included in the game, routinely. Sometimes I wonder what they do all day. ;-)
Thank you for making our game more playable every day.

New Judfer creations at Sims2 Noir.
Live Free or Die.
Test Subject
#144 Old 5th Apr 2006 at 8:00 PM Last edited by Cozzu : 5th Apr 2006 at 8:29 PM. Reason: I actually read the previous comments
This seems to work perfectly as long as the counter is a Maxis counter (I presume that recolors of Maxis counters will be OK, too). When I tried it with a custom counter the counter wouldn't snap to the normal corner counter L-shape and time froze. Otherwise it's wonderful.

*edit*
I actually read the previous comments now. So I assume that custom counters would need to be "SEP enabled" to have this mod work? I hardly ever use Maxis counters.
Guest
#145 Old 6th Apr 2006 at 12:27 AM
Quote:
Originally Posted by Blizt3r
could it be because you have the userStartup.cheats file that causes the snapObjectstogrid to turn false ?
that got er. thanks for the help, and the quick reply. apologies to Numenor, i never should have doubted u.
Test Subject
#146 Old 6th Apr 2006 at 12:58 AM
Thanks, I've been looking for this sort of thing.

There is a fine line between genius and insanity. And, I'm standing right on it!!!
Test Subject
#147 Old 6th Apr 2006 at 4:47 AM
I've traced the problem with the time freeze to a couple specific custom counters in my game. The time freeze goes away when the offending counter is deleted. Other custom counters just don't work but time doesn't freeze up.

shhhh....I actually use more Maxis counters than I thought....I've wanted something like this forever, so now I can be happy again...
Field Researcher
#148 Old 6th Apr 2006 at 4:50 AM
Your ideas are wonderful. Thank you so much for all you do.

Poetry soothes the mind, art pleases the eye, but music touches the heart.
Test Subject
#149 Old 6th Apr 2006 at 4:49 PM
Very Well Done
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